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Marina Umaschi Bers – Education and Information Technologies, 2025
In the last decade, there has been an increasing shift to begin teaching computer science and computational thinking in kindergarten. Most of these efforts have grown from the demand of a technically sophisticated workforce. This paper presents three contributions. First, a theoretical contribution by proposing the teaching of computer science as…
Descriptors: Computer Science Education, Humanism, Teaching Methods, Computation
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Yuqin Yang; Linbaiyu Chen; Wenmeng He; Daner Sun; Sdenka Zobeida Salas-Pilco – International Journal of Artificial Intelligence in Education, 2025
This paper provided a review of 210 studies on AI-enhanced special education from 2013 to 2023. Through bibliometric analysis, this review aimed to explore trends, focus areas, developments, and evolving themes of the field of AI for enhancing special education. Several noteworthy findings emerged from our analysis. The trend analysis of…
Descriptors: Artificial Intelligence, Technology Uses in Education, Special Education, Trend Analysis
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Nivine Aziz; Rayya Younes – Contemporary Educational Technology, 2025
Today's generation exhibits a strong affinity for video games, presenting an opportunity to harness this interest for educational purposes. Integrating gaming elements into education has the potential to captivate students while improving information retention. Virtual reality (VR), in particular, offers a transformative approach by creating…
Descriptors: Teacher Attitudes, Technology Integration, Technology Uses in Education, Computer Simulation
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Karim Ragab; Enrique Martínez-Jiménez; Elvira Fernandez-Ahumada – Contemporary Educational Technology, 2025
This study explores students' perceptions of their engagement with interactive technologies in STEM classes at an applied technology school in the United Arab Emirates (UAE). Specifically, the interactive technology (IT) involves artificial intelligence and virtual reality, along with collaborative digital platforms that incorporate AI elements…
Descriptors: Student Attitudes, Technology Uses in Education, STEM Education, Artificial Intelligence
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Silvia Osman – International Association for Development of the Information Society, 2025
In the rapidly evolving digital landscape, artificial intelligence (AI) is fundamentally redefining English for Specific Purposes (ESP) education across disciplines such as Political Studies, International Relations, Sociology, and Psychology. This paper explores how AI-powered tools enhance personalized, immersive, and authentic learning…
Descriptors: Artificial Intelligence, Technology Uses in Education, English for Special Purposes, Second Language Instruction
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Samuel Taylor – JALT CALL Journal, 2025
Location-based Augmented Reality (AR) technology has the potential to transform language education by enabling situated, authentic, and collaborative learning. Yet, while some research has found that AR facilitates learning, other research has found that AR increases cognitive load, is distracting, and provides too much information during learning…
Descriptors: Computer Simulation, Technology Uses in Education, Second Language Instruction, English (Second Language)
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Ali Jahanaray; Alireza Kassirian; Mohammad Jahanaray – Learning Disabilities: A Contemporary Journal, 2025
The goal of this meta-analysis was to calculate the effect sizes of computer-assisted word reading interventions (in terms of reading skill level training, supplemental alphabet knowledge, fluency, and remedial reading) on different reading-related outcomes (i.e., letter knowledge, phonemic awareness, word reading and pseudoword decoding, sentence…
Descriptors: Computer Assisted Instruction, Reading Comprehension, Elementary School Students, Program Effectiveness
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Ali Soleymani; Maarten De Laat; Marcus Specht – Electronic Journal of e-Learning, 2025
Gamification has emerged as a promising strategy to enhance student engagement and learning outcomes in computer science education. This study uses Wenger's Value Creation Framework to evaluate and design the gamification elements in the "Answers" platform, a Professional Learning Network (PLN) developed at TU Delft. Using a…
Descriptors: Computer Science Education, Game Based Learning, Interpersonal Relationship, Student Motivation
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Troy L. Cox; Gregory L. Thompson; Steven S. Stokes – Foreign Language Annals, 2025
This study investigated the differences between the ACTFL Oral Proficiency Interview (OPI) and the ACTFL Oral Proficiency Interview - Computer (OPIc) among Spanish learners at a U.S. university. Participants (N = 154) were randomly assigned to take both tests in a counterbalanced order to mitigate test order effects. Data were analyzed using an…
Descriptors: Oral Language, Language Proficiency, Interviews, Computer Uses in Education
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Rand Al-Dmour; Hani Al-Dmour; Yazeed Al-Dmour; Ahmed Al-Dmour – Journal of International Students, 2025
In this study, we examine the role of AI-driven marketing in international student recruitment, focusing on how perceived usefulness, trust, and personalization influence decision-making. Grounded in the Technology Acceptance Model (TAM), the Trust-Based Decision-Making Model, and the Personalization--Privacy Paradox, we studied how AI-powered…
Descriptors: Foreign Students, Student Recruitment, Trust (Psychology), Privacy
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Gideon Mensah Anapey; Clement Adamba – Journal of Educational Technology Systems, 2025
While access to digital innovations for creative learning in the Digital Age is pivotal, the preparedness of educational systems to meet children's learning digitally should there be a reemergence of a pandemic on the scale witnessed in 2019 remains unanswered by Learning Scientists. Using constructionist theory, the study examined the…
Descriptors: Educational Technology, Technology Uses in Education, Inquiry, Access to Computers
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Morgan M. Fong; David DeLiema; Virginia J. Flood; Oia Walker-van Aalst – International Journal of Computer-Supported Collaborative Learning, 2025
Working solutions to problems are not definitive end points. As a result, code that is technically correct can still be treated as needing revising -- a practice in computer programming known as refactoring. We document how late elementary to middle school students and their undergraduate instructors weigh the possibility of refactoring working…
Descriptors: Computation, Thinking Skills, Norms, Computer Science Education
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Hillary Chelednik; Cassie Quigley; Holly Plank; Amanda Godley; Tinukwa Boulder – Australian Educational Researcher, 2025
The purpose of this cross-case analysis is to understand how mathematics and English Language Arts (ELA) educators integrated social justice (SJ)-oriented computer science (CS) instruction into middle school classrooms. An integrated curriculum synthesises content and methods from two or more fields to teach curricular concepts and solve complex…
Descriptors: Computer Science Education, Teaching Methods, Social Justice, Mathematics Teachers
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Geoffroy P. J. C. Noel; Isabella Xiao; Maher Chaouachi; Alexandru Ilie; Jeremy O'Brien; Sean C. McWatt – Anatomical Sciences Education, 2025
Mixed reality (MR) offers a way to visualize and manipulate complex digital objects in three dimensions, which is particularly beneficial for human anatomy. However, implementing MR effectively requires a deep understanding of its effects on cognitive processes. The purpose of this study was to evaluate cognitive markers of students' engagement…
Descriptors: Cognitive Processes, Difficulty Level, Medical Students, Trainees
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Monireh Ahoomanesh; Mohammadtaghi Shahnazari; Saeed Ketabi – Language Learning Journal, 2025
The present study on intentional retrieval practice compared the benefits of presenting words in either informative or uninformative sentence contexts. Participants first studied a list of English words with their translations. Then, they were all exposed to half of the words with informative sentences containing meaning clues in the Context…
Descriptors: Short Term Memory, Recall (Psychology), Context Effect, Retention (Psychology)
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